Thank you for downloading the Jedi Outcast(TM) Update. This
readme includes instructions on how to install this update as
well as information on what was addressed in this update. If
you are experiencing any issues that are not fixed by this
update, please check the Troubleshooting Guide which is
included on the Jedi Outcast CD. You can access this through
the game's launcher.

The use of this update is pursuant to the Software License
Limited Warranty found in the manual of the game.

This update is compatible with your saved games.

All Multiplayer users must use Jedi Outcast version 1.03.

Instructions for Installing the Jedi Outcast Update
---------------------------------------------------
After downloading the update, double click on JKIIUpdate.exe
to install. The installer will automatically search for the
folder where you originally installed Jedi Outcast and install
all of the updates. If the update does not locate Jedi Outcast
on your system, you may need to reinstall the game from the
original CD and then run the JKIIUpdate.exe

This update for the game has been modified to:
---------------------------------------------
* Provide EAX® 3.0 and OpenAL support. To enable these options,
you will need to enable 3D Sound in the Sound Setup menu.
NOTE: At the time of release of this update, EAX 3.0 is only
supported on the Creative Labs Inc. SoundBlaster® Audigy(TM)
and Extigy(TM) sound cards.

NOTE: This feature is not supported on Aureal® Vortex and
Vortex 2 sound cards. Enabling this feature with a card with
one of these chipsets may cause the game to lock up.

Multiplayer:
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* Include 4 new Multiplayer Duel levels, which support BOTs.
* The new levels are:
duel_bespin, duel_temple, duel_hangar, and duel_training

Corrects various gameplay issues, including:
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Multiplayer:
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* Corrects an issue where players were unable to cycle to
detonator packs and trip mines on the “explosives” key
unless they also had Thermal Detonators.
* Corrects an issue that prevented launching a multiplayer
game on AMD(TM) dual processor machines
* Corrected an exploit to prevent players from using illegal
models in the game.
* Corrected an exploit that allowed players to have force
powers outside of what the server rules allow.
* Added a keyboard icon that appears over the player's head
when the player is chatting or configuring force powers.
* Backflip now requires that you double tap the jump button.
* Lightsaber usage in multiplayer has been modified to work
similarly to the way it works in single player levels. This
will enable better saber battles up close with your opponent.
* Lightsabers will do less damage at the very start and very
end of a swing. This should prevent kills from just touching
an opponent with the tip of your lightsaber.
* Other players will not see the glow from a player using force
absorb until they are attacked.
* Force Heal and Force Drain have been adjusted to require more
force energy to use them.
* Corrected an issue that prevent lightsaber locking from
occurring in duels even if it was enabled by the server.
* Correct various Duel mode issues, including:
* Reconfiguring force powers will not place your player at
bottom of queue.
* If one player leaves during a match when dueling with more
than 1 kill limit, the next person in line will not enter
the match with the score of the person who left the match
* Changing skins will no longer produce a loss score on HUD
that includes fraglimit

Single Player:
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* Corrected an issue that would cause the third AT-ST on
Artus_Topside to disappear that prevented Jan from landing.
* Corrected an issue that caused enemies not to be alerted by
the body of a comrade in their field of vision.
* Corrected an issue where enemies did not try to avoid
thermal detonators that were thrown at them
* Corrected an issue that would cause the player to be unable
to attack for about thirty seconds if they were force pushed
out of a saberlock

EDIT [07-09-02]: I've decided to unstickify Michael Gummelt's thread about 1.03 changes because we had too many up there. The thread will stay around, but it'll move down the page. It is located here for reference, but here is the conect of the post:

################################################## ############

Details About Some Patch Changes
(This is a copy of my other post, but stuck and locked so that it contains just my original relevant info that I was providing).

Okay, the patch info doesn't go into the details about what was changed in saber combat for the patch. For those of you that are insterested, here's the deal:

In general, some work was put into making sabers more likely to hit - both the other players and their lightsaber. This was not so much a problem with strong attacks because they are so long and slow, but often medium and fast attacks would miss or pass through.

Idle saber damage (i.e.: damage not done while in an attack animation) was toned down to reduce the number of seemingly "random" kills.

Parries, deflections, reflections, broken parries and knockaways were put into MP (these were in SP but were not in MP).

Saber lock frequency was slightly increased so that it could happen in the heat of combat.

Hand dismemberment was put in to MP, also, the hand-dismemberment "win" result of saberlocks that is in SP was put in MP. It only happens if the loser of the saber lock was low on health anyway.

Light Stance:
The foward lunge attack (swing from the bottom up) was toned down in damage just a little bit because it was quite often a 1-shot kill and could be exploited fairly easily. It still does a lot of damage, just not enough to kill in one hit.

Medium Stance:
Medium was not meant to be the whirling dervish style, so it was made so that, if you do the same exact move over and over again, you cannot chain as many attacks as if you mix it up a little. "Spinning top" fighters should use fast style. This is the *only* change to medium style.

Strong Stance:
Strong attacks were slowed down some to match SP, as was player movement while doing a strong attack. Strong attacks also do more of their damage at the middle of the swing and less at the start and end. This was necessary to give the strong attacks a more realistic feel (because the anims are so long that sometimes you would get a somewhat accidental looking kill). But strong attacks were also given the ability to chain, like in SP. If you do an attack and then switch up the direction of the attack by 45 degrees, you will be able to chain into another attack. Also, the strong overhead jump attack was made to not do as much damage once the saber is in the ground and you can no longer turn during this attack (like the fast style's lunge attack). This was the single most exploited move in MP and required this much heavy tweaking.

The back-flip off a wall/opponent was changed into a double-tap. This was mostly done because it was frustrating to try to get over a small lip and end up back-flipping off of it. In combat, you can still kick someone and knock them down with this move, but you have to do a double-tap. Also, it was noticed that the strong style was completely vulnerable to this move because of the long wind-up time of it's attacks. A somewhat skilled jump-kicker could always knock down a strong style user (often you could not see the kick coming). So the jump-kick was made to not *knock down* a strong user who is in the middle of a swing. It still does damage and you still flip off them.

Regardless of what you feel is different or other posters say, these are really the *only* changes to saber combat...

We tested the new saber tweaks pretty heavily and only stopped when we felt that the three styles were well balanced with each other.

Someone else mentioned that they already found the g_jediVmerc cvar (I don't know how!)... to quell and speculation about it, this is a server cvar that makes it so that clients joining a game must choose to be a jedi (who uses the saber and force powers) or a non-jedi (a mercenary, who uses guns and pickups). It is *not* a supported feature and makes no claims at being bug-free or a balanced game feature. Use it at your own risk. Note that you have to set it on the command line (or, I think, use the console's "set" command) to get it to show up on your console.

The server browser was updated to include 5 possible new icons next to the server names. One is a lock and indicates a server that requires a password. The second icon will either be a force icon with a half-faded circle with a slash symbol (meaning some force powers are disabled, but not all) or a force icon with a large red "X" over it (meaning all force powers are disabled). The last slot will show a saber for saber-only games or a saber and a gun for Jedi vs. Merc mode.

Originally posted by xtmn8r Yes it has the wrong links but that is mostly because the page is updating as I type this. Give it 30 minutes or so and you will be free to download version 1.03 all you want :-)

Saber fighting takes longer, but in a good way. Red stance is no longer a non blockable auto kill and blue stance is much more useful. Heal and drain are both equally balanced now. So far very good patch.

You will be able to join servers that are still running v1.02. But if the server has updated, then you need this new patch for it to run. The servers with the old version will probably be around for a couple days, so if you can't dl it tonight, don't worry too much.

But get it while it's hot! I was getting a good speed from JKII.net. Go go go!

Why is it that with this new, awesome patch, I can't join any multiplayer games anymore? It says something like "interface version is 6, expected 7" or something about "entities: end of message." It sounds like there is another patch out or something...?!

Originally posted by Skyro Why is it that with this new, awesome patch, I can't join any multiplayer games anymore? It says something like "interface version is 6, expected 7" or something about "entities: end of message." It sounds like there is another patch out or something...?!

Anyone play Duel mode with the patch yet? I tried playing a No Force, Saber Only duel against a bot, and the bot was throwing their saber at me. Plus, I couldn't switch out of blue stance. Is this supposed to happen with the patch??

I'm pretty dissapointed that Raven didn't fix any of the NVidia glitches in single player with this patch. Using the "recomended drivers" isn't an option for those of us with GF4 cards. It pisses me off slightly that I bought a GF4 TI4400 JUST for this game, and I'm not able to see the game the way it was meant to be. white/yellow skies are ugly, so much for playing through the single player campaign again like I had planened after the patch.

Ok, DFA is NOT out. It is just harder to do. What u do is a regular DFA but before the jump hit attack again (similar to what they did to the kick). It works the same, difference is that you can NO longer turn while its on the air, so people won't spam it as often when they know they'll b vulnerable from the sides. I like this patch so far. There is one prob I'm looking at it and thats the overpower of one saber attack which no doubt u guys will find soon...It is a one shot kill on duel servers and quite easy to do...hope they address this.

I like the new DFA. You have to put in that running start *hint hint* before you can take the leap.

Now it definitely works like a finishing move.

I think they overnerfed the flechette and heavy repeater however. Each of their secondary fire takes exactly 25 points of ammo, meaning no more then 4 shots when you first pick it up. It seems they didn't change the damage done though so that sorta balances it out.

-Caster

Fuel burning space polluting X-Wings!
You probably have seat
belts with those shield of yours!

so far I like it! Curious as to what you mean by "spammers will ruin it"

I've also noticed several other things. Lightsabers bouncing off each other, clashing on many swings, and results in greater frequency of saber locks.

Push and Pull look like they use less force power to use, instead of 1/4 o fthe pool, maybe only 1/6. I have been trying to test out the drain and heal differences. Heal i see now takes 50% pool to heal 25 points. Definite nerf there, but i like the fact they turned absorb into a more strategic power by not having the constant blue glow. Anybody who wants to try out the new patch and can't find a server...I'm running a listen server at 66.169.152.22. Feel free to join in. It's not showing up in the list but you can connect to it via the console /connect <ip>

I like the new MP saber battles, alot more blocks, and its more predicatable (in a good way) ALl in all, its much more fun, even though i think there will be a *very* slight increase in lag due to the higher amount of data neede to keep teh playes up to date with the new way of saber fighting. How ever, i pulled that out of my ass and i'm probably wrong, as its just a guess.

As someone who was rarely defeated in duels using various techniques, this patch certainly redefines a -lot-. I'm not sure I'm ready to put up a 'like' or 'dislike' vote yet cause I've only been able to play against bots.

Things I like:

Force Drain: Yep, it's a good thing. I used it before only to heal, and now there will be no more drain whoring from anyone.

DFA Nerf: You can still do it, but since you can turn, it really isn't useful at all. It's basically an 'insult' move, like the light stance back slash. It's like saying to your opponent, 'youre so lame, I was able to pull off even just this move' I used DFA moderately, and yet, I still feel this is a good change.

Force Absorb: Light side needed a boost, this will make me think twice about pulling/pushing one, cause then you'll just restore their force power.

Things I hate:

Jumpkick nerf: Was this really neccesary? The acrobatics like the jumpkick, which is the only non-saber attack was really cool. Now, you have to jump against an opponent twice to pull it off, basically making the "Dont tread on me" mentality useless. I don't think even a newb is dumb enough to let you jump against them not once, but twice, even though it is quick. Again, I haven't been able to test it against actual players yet, but up against even bots, which I have always found easy to use this against, it is a cold rarity and you really have to be constantly trying to do it to pull it off.

The jumpkick was a good way to make people think twice about charging at your with their saber. Some of my best and what I feel most challenging wins were pulled off against people using this.

Overall, I feel as if this was a patch to appease those who don't take the time to learn the full game mechanics. Now it's just a swing fest based more upon luck and less upon skill (but not all luck). I can live and adapt to these nerfs and additions, I can even agree with some of them, but one of the greatest things about Jedi Knight II was, it was easy to tell the difference between the veterans and the newbs. But I suppose you gotta take the side of the majority in things like this. It'll take time, but those who took the time to learn the 'old style' mechanics, will learn the 'new style' mechanics, and give newbs a whole new reason to complain. =)

Just tried and my god i think they ruined the game for me, i could care less what they did to the heavy or light stances but medium (which was my favorite) SUCKS now. You can't even do spin swings anymore for crying out loud, maybe i just have to give it more time but i sure don't like what i see so far.

Personally from what I'm reading, the Force Heal change is lame and so is the Force Absorb thing. On a saber-only server that I regularly use, no one has had a problem with those affecting them living or being killed. If they use heal they use it, some people just drain them so they can't use it. Now its harder to heal yourself cuz you can only get 50hp from 100% of your Force, how crappy. And if they drain you its even worse.

And for Absorb, if you use it, your blue, big deal. So your telling me I have to hit someone to find out now? Thats retarded. If they are across the room and I want to pull them or drain them or use lightning on them, I'll waste all my Force because I can't see that they have Absorb. Giving them a huge advantage (course I don't use Drain, I'm an Absorb guy, but I'm speaking for those Dark Siders).

And I noticed there was nothing about the Heavy Stance being harder to use. As in no more 1-hit kills. Only thing mentioned was that Sabering in general is harder to use. Start and end of saber hits are weakened. So that affects every stance. Meaning Heavy Stance still has the ability to do 1-hit kills (albeit you have to hit direct on). I though they were gonna do justice to the many of us tired of the 1-hit kill thing by making so it you COULD NOT do a 1-hit kill AT ALL using Heavy Stance.

All I can say is, good work Raven. Your first patch has hurt the MP gameplay IMO.